#version 400

in vec3 VertexPosition;
in vec3 VertexColor;

uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;

out vec3 Color;

void main()
{
	Color = VertexColor;
	gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4( VertexPosition, 1.0);
}